TDS'S PROFILE
TDS
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Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
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Yep. Just put this script below it in an empty script or below the actual script.
Change this line to set the ID of the switch that will trigger the effect.
#============================================================================== # ** Window_Message #------------------------------------------------------------------------------ # This message window is used to display text. #============================================================================== class Window_Message < Window_Base #-------------------------------------------------------------------------- # * Determine if all text should be skipped #-------------------------------------------------------------------------- def skip_all_text? ; $game_switches[1] == true and Input.press?(:B) end end
Change this line to set the ID of the switch that will trigger the effect.
def skip_all_text? ; $game_switches[ID] == true and Input.press?(:B) end
RMN Tagline Thread
You know you've made it when a game making website quotes your ramblings. And I'm not saying that because my ramblings have been quoted more than once.
I'm also a bit saddened that the quotes don't go darker and start just sending very precise messages to some users, like:
"Get out..."
"We can see you..."
"In the agreement when you joined you gave use the right to turn on your webcam and watch you."
"Legally we can force you to join a carnival from hell designed to get 100 souls for a sociopathic pancake."
"You've signed your soul away in most software install agreements"
"We laugh at you when you're not on and then delete all the threads when you come back."
"We can read your mind."
"If you've read this sentenced RMN can now legally harvest your organs."
"We'll be wanting that kidney now."
"Wondering where your favorite game makers of old are? Well they didn't think we meant it when we said we wanted that kidney"
"We could own all the games posted on this site, but we choose not to."
"We really can see you (username for effect)."
I'm also a bit saddened that the quotes don't go darker and start just sending very precise messages to some users, like:
"Get out..."
"We can see you..."
"In the agreement when you joined you gave use the right to turn on your webcam and watch you."
"Legally we can force you to join a carnival from hell designed to get 100 souls for a sociopathic pancake."
"You've signed your soul away in most software install agreements"
"We laugh at you when you're not on and then delete all the threads when you come back."
"We can read your mind."
"If you've read this sentenced RMN can now legally harvest your organs."
"We'll be wanting that kidney now."
"Wondering where your favorite game makers of old are? Well they didn't think we meant it when we said we wanted that kidney"
"We could own all the games posted on this site, but we choose not to."
"We really can see you (username for effect)."
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
I see where the 0 is coming from. Although I'm too sure as to why it even works at all since enemies have no levels and it should crash the formula.
By testing the formula on the default database without variance I learned that by using the default stats on an enemy slime at level 1 against the default player with 19 defense it would come out to -1.134960937499999 damage.
Stats and formula used:
I managed to do at least 1 damage by setting the level of the slime to 37. I don't know the numbers you are using so I can't say what is causing the error for you, but for me the problem with damage seems to stem from the low stats and levels of enemies against the stats of the player.
Not sure if you have an enemy level script, but here is an edit giving the enemies a default level of 37 to test.
By testing the formula on the default database without variance I learned that by using the default stats on an enemy slime at level 1 against the default player with 19 defense it would come out to -1.134960937499999 damage.
Stats and formula used:
a_atk = 12 ; a_level = 1 ; b_def = 19 p a_atk + ((a_atk + a_level).to_f / 32) * ((a_atk + a_level).to_f / 32) - b_def * 0.7 rgss_stop
I managed to do at least 1 damage by setting the level of the slime to 37. I don't know the numbers you are using so I can't say what is causing the error for you, but for me the problem with damage seems to stem from the low stats and levels of enemies against the stats of the player.
Not sure if you have an enemy level script, but here is an edit giving the enemies a default level of 37 to test.
#============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ # A battler class with methods for sprites and actions added. This class # is used as a super class of the Game_Actor class and Game_Enemy class. #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Calculate Damage #-------------------------------------------------------------------------- def level return 37 if enemy? return self.level if actor? end #-------------------------------------------------------------------------- # * Get Weapons Attack Power # slot : weapon slot # combined : if true combine power of dual wielding weapons #-------------------------------------------------------------------------- def w_atk(slot = 0, combined = false) # Return Attack if Enemy return atk if enemy? # Set Initial Value value = 0 # If Combined and Dual wielding if combined and dual_wield? # Increase Value by attack power of weapons weapons.each {|w| value += w.params.at(2)} else # Increase Value by attack power of weapon at slot value += weapons.at(slot).params.at(2) and !weapons.at(slot).nil? end # Return Value return value end end
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
Would you show the formula you are using to test the script? I suspect that perhaps it might be the problem or that the character has no weapon equipped unless there are other scripts conflicting with it.
No reason to give up and do it the hard way because the first attempt didn't work right out the bat.
No reason to give up and do it the hard way because the first attempt didn't work right out the bat.
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
Because you're using this formula on normal attacks it makes it a bit trickier to do with just a formula that's not a long mess of ternary operators due to enemies not having weapons.
The code below should, however, do the deed.
Just use w_atk instead of atk like so to get the attack power of the weapon alone.
Let me know if this works out for you and if you need anything added to it.
Have a nice day.
The code below should, however, do the deed.
Just use w_atk instead of atk like so to get the attack power of the weapon alone.
a.w_atk * 4 - b.def * 2
#============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ # A battler class with methods for sprites and actions added. This class # is used as a super class of the Game_Actor class and Game_Enemy class. #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Get Weapons Attack Power # slot : weapon slot # combined : if true combine power of dual wielding weapons #-------------------------------------------------------------------------- def w_atk(slot = 0, combined = false) # Return Attack if Enemy return atk if enemy? # Set Initial Value value = 0 # If Combined and Dual wielding if combined and dual_wield? # Increase Value by attack power of weapons weapons.each {|w| value += w.params.at(2)} else # Increase Value by attack power of weapon at slot value += weapons.at(slot).params.at(2) and !weapons.at(slot).nil? end # Return Value return value end end
Let me know if this works out for you and if you need anything added to it.
Have a nice day.
Menu Scripting Help!
It seems my initial suspicion of the problem was correct. The reason the menu appears to freeze is because command_personal is used to select a character before calling a menu and there is nothing to handle the quest command in the on_personal_ok method.
This should call the quest menu.
Let me know if it works out for you and if there's anything else I could do to help.
Have a nice day.
This should call the quest menu.
:Quests => [ true, "Quests", "Manage your quests", :custom_command, Scene_Quest],
Let me know if it works out for you and if there's anything else I could do to help.
Have a nice day.
Menu Scripting Help!
How to stop a specific enemy from being called "A" or "B" after their name?
The quick way would be this.
Change the 1 here to the ID of the enemy you want the original name only for.
While perfect for a single instance it would limit you to a single ID unless you add more to the conditional or add more conditionals.
Let me know if it works for you and if you want anything changed or added.
Have a nice day.
#============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemies. It used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * Get Display Name #-------------------------------------------------------------------------- def name return @original_name if @enemy_id == 1 return @original_name + (@plural ? letter : "") end end
Change the 1 here to the ID of the enemy you want the original name only for.
return @original_name if @enemy_id == 1
While perfect for a single instance it would limit you to a single ID unless you add more to the conditional or add more conditionals.
Let me know if it works for you and if you want anything changed or added.
Have a nice day.
Damn bots are all over the place. Take this 'kentona' accout for example. It's so easy to tell it's not a real account - I mean, what's a kentona? Fucking bots. :/
Looking for a Programmer for a Psychological/Ambiance RPG
I see. I'll have to pass then. I'm in the middle of working on something with someone so I can't commit my full time to cover all programming for another game.
But if you figure out the scripts you will need for your game I'd be happy to make them. Of course since you are asking for the work to be free they would fall under my own policy of non commercial use, so you would have to be ok with those terms.
Good luck with your project and have a nice day.
But if you figure out the scripts you will need for your game I'd be happy to make them. Of course since you are asking for the work to be free they would fall under my own policy of non commercial use, so you would have to be ok with those terms.
Good luck with your project and have a nice day.













